Safe jumps are for a variety of reasons.
- safe apply pressure (deadly chip guaranteed no escape situations)
- test your opponents knowledge of character
- bait DP’s
- slow down the game
- use the situation to your advantage by changing something small about it once your opponent clocks on
Meaty cr MP
- +on block
- timed well can’t be thrown (throws beat normal Tenshin now)
- beats someone mashing cr LP and fast normals (beats normal tenshin)
Yes meaty MP does get beat by wake up DP but it beats them mashing throw, tenshin beats them doing nothing, you doing nothing beats them DP’n it’s just a big circle of options.